movomo Posted January 20, 2015 Posted January 20, 2015 Recently one of our fellow members Ljacquard has brought a hot topic about BSA archives into Oblivion section. This has always been a hot issue in all Bethesda game communities, and will be so. Now that I want to keep setbody thread neat and clean, I started this thread to let folks continue the discussion. Please respect the rule number 2 here. Until now, BSA has been considered to be less efficient - because it's often compressed - and should only be used when there is no other option to resolve mod conflicts, or to make your mod installation a foolproof process so even an ape can imitate your instructions. Some people, however, question this common knowledge(or belief). Please read the link below before continuing on, in particular read the section 4. http://forums.bethsoft.com/topic/1354395-update-bsas-and-you/ This is about general file input/output operation in computer system. The point of the above article is that hard disk causes serious bottleneck phenomenon, effectively negating (or even outrivaling) the advantages of using uncompressed files = less cpu usage. Assuming following data transfer rates: Harddisk-throughput: 20MB/s Memory-throughput: 2000MB/s zlib-throughput: 80MB/s According to the calculation in the linked article, it is always beneficial to compress the resource as much as possible, because it will minimize the amount of data that has to be processed through the biggest and fattest bottleneck, your hard disk.Moreover, the article is mentioning of zlib, but some algorithms such as lz4 are known to be faster than zlib. (And the linked post says zlib should be faster than any SSD) By the way, Bethesda game communities aren't the only people that have interests in the compressed vs uncompressed file IO problem. R for example, or this.Their conclusion is, reading from compressed file (in-memory decompression) is advantageous when you will read it just once, but uncompressed files are better if you have to read it multiple times. That is because of the disk cache, or in Windows NT you can call it Windows file cache. Once-read files are cached in memory (which is naturally much fater than zlib or anything's decompress speed) and if requested later, Windows reads them from the cache, instead of reading from the disk. Is it so? For science, and as we are in the Lab, I had done a small test. Firstly let me reveal my weakpoint, my hardwares: * SSD: Samsung 840 EVO 120GB -> my C drive, and my Oblivion is here. one of the cheapest SSDs on the planet. good SSD, but my mainboard is shit, I don't have SATA3 slot. So this poor SSD runs on SATA2. * HDD: Seagate ST3500418AS 1.5TB -> my E drive. a typical moderately-old 7200RPM hard disk, 500GB platter * 3. sequence read is about 120MB/s, iirc. Your hard disk shouldn't be worse than this. * my system RAM is Gskill...er..shark something. but RAM performance doesn't matter much here, anyway I have 16GB and 4GB of them is being used as RAM disk, my system temp folder. What I wanted to do was read some random data from the disk, both way(compressed/uncompressed). So I wrote a short python script. We will read raw binary data from the source, but will not write it or do anytying with the read data. First, generate the list of all data files. #!python3 #-*-coding:utf_8-*- from os import path import os files = [] for stem, branches, leaves in os.walk('data_tls'): for leaf in leaves: ful_path = path.join(stem, leaf).replace('\\','/') files.append(ful_path) with open('files.txt', 'w', encoding='utf_8') as f_1: for path_ in files: path_ += '\n' f_1.write(path_) Then, process the data. #!python3 #-*-coding:utf_8-*- from os import path import os import time import zipfile # Low-level #import zlib def read_loose_files(files): container = {} for path_ in files: with open(path_, 'rb') as f_in: data = f_in.read() container[path_] = data # return container def read_zipfile_whole(files, zip_name): container = {} with zipfile.ZipFile(zip_name) as z_in: for path_ in files: #path_2 = path_.replace('\\', '/') data = z_in.read(path_) container[path_] = data # return container def get_files(files_txt): files = [] with open(files_txt, encoding='utf_8') as f: while True: path_ = f.readline() if len(path_) > 0: path_ = path_[:-1] files.append(path_) else: break # return tuple(files) def write_data(path_, data): path_2 = path.join('verify', path_) dir_2 = path.dirname(path_2) if not path.exists(dir_2): os.makedirs(dir_2) with open(path_2, 'wb') as f_out: f_out.write(data) if __name__ == '__main__': method = int(input('method (1/loose, 2/zip whole) = ')) # Get the list of files files = get_files('files.txt') # performance test START time.perf_counter() if method == 1: container = read_loose_files(files) elif method == 2: container = read_zipfile_whole(files, 'data_tls.zip') # Display elapsed time in seconds (1) print(time.perf_counter()) # # # # Verify data # for path_, data in container.items(): # write_data(path_, data) # # # # Display elapsed time in seconds (2) # print(time.perf_counter()) os.system('pause') One important thing is that we have to flush(purge) the Windows file cache before each test. For that I used RAMMap. See? Apparently I have roughly 1.9GB of cached data. I didn't do anything yet besides browsing internet. You can zero it using Empty->Empty Standby List command. Test material: * source data file: The Lost Spires data files. 3784 files, 483MB when loose, I compressed them using 7-zip, ZIP-deflated option. After compression it became 323MB. When loose file, separate 3784 files will cause random access to my hard drive. It is what any hard disk is worst at. SSDs are much better at this kind of business. Some terms here: * cold boot: here cold boot means turn off the PC, wait for more than 20 seconds, turn on the PC, after entering Windows, wait for more than 5 miniutes to make it idle. * cache: once the files are read they are automatically stored in system memory. * flush: purging the Windows file cache. This should yield the same or very similar result with cold-rebooting the PC. * HDD/SDD "L" or "z": "L" means loose file, "z" means zipfile. Procedure: 1. cold boot PC. 2. run "cold-boot tests". This is the kind-of control group. Once this is done, they will be cached. 3. so the next run automatically becomes "cached test". 4. then purge the file cache using RAMMap, then run the "flushed test". 5. cold boot again, repeat. I ran 3 times. * Order of the tests should not matter as they all are at separate locations, but just for the record. cold boot -> cache -> flush 1: HDD L -> HDD z => SSD l -> SSD z 2: HDD z -> HDD l => SSD z -> SSD l 3: SSD L -> SSD z => HDD l -> HDD z Now the results (in second): cold boot HDD L 92.5395 90.6946 93.7892 HDD z 5.4664 5.4246 5.4064 SSD L 3.7257 3.7292 3.7200 SSD z 5.1564 5.1884 5.1570 => loose files in SSD was the best. zipfile in HDD was about 17 times faster than loose files in HDD. after cached HDD L 0.5387 0.5383 0.5439 HDD z 3.7878 3.7912 3.7899 SSD L 0.5418 0.5443 0.5425 SSD z 3.8041 3.7941 3.7983 => loose files was 7 times faster when cached, regardless of being HDD or SSD. after flushed HDD L 88.6588 89.9364 96.7789 HDD z 5.4158 5.4082 5.4385 SSD L 3.5461 3.4610 3.5147 SSD z 5.1802 5.1620 5.1692 => I think I can safely tell that RAMMap is working as intended. So, reading from a compressed file is indeed fast. But unlike the linked post's estimation, zlib did not surpass SSD. *My conclusions, and some unanswered questions:* Buy SSD nah, kidding. Some say that unpacking BSAs improved their performance and stability. Some say otherwise. In my opinion, neither of them is lying or imagining; They are seeing one of the both sides of the same fact. Several other important consderations must be made before making conclusions about this BSA/loose file problem. As my test isn't actually an in-game testing. - which resource will be frequently used and which one will not be? If you are running Oblivion on your hard disk, this question may interest you. And to be most honest I do not know. I can only guess that things like common outfits, body assets, landscape/architecture assets will likely be loaded very often. - my SSD is not doing its full potential, as stated above. your SSD may be a bit faster in reality. - the script was written in python. and C or C++ functions are at times 10 times faster than python equivalent (although zlib's python implementation is in C). - how much of cpu power is available and can be spared for loading resources in actual runtime? this matters because in-memory decompression is supposedly more resource intensive. and Oblivion is an old game (I'm kind of sad that these days it is considered to be an "old-school", but anyway), it will not utilize all available resource of your fancy hardware. *So, some suggestions for TLDRs. - If you have enough space in your SSD, I suggest moving Oblivion into it, and unpack BSAs. But hold on before re-packing every last resource you have into BSA even if you can't spare precious SSD space for a 50GB ugly old video game. For hard disk users, I think it needs some more discussion, as hard disk is still faster for some resources that are loaded frequently. - I think we can assume that the more memory available to your system, the better loose files become. This is irrelevant to Oblivion 4GB patch thing. File caching is a feature of NTFS, not Oblivion.
Symon Posted January 20, 2015 Posted January 20, 2015 An excellent analysis - more on it later, but first:- Ljacquard said of BSAs: "every major and well-designed mod for Oblivion uses them". He quoted some of these mods elsewhere. One of them I unpacked very recently. I'm not going to name it as my aim isn't to cast aspersions at anyone, but here is what I found:- 1. Corrupt nifs. At least 70% of the many included Nifs had redundant nodes, some badly corrupt and very oversize (delete node rather than delete branch had been used liberally). 2. Redundant assets. Commonly used assets in the BSA with the usual path. If I'd have left the BSA alone, I'd have had two copies, one in the BSA! I deleted numerous textures I already had. Exactly the sort of BSA that anyone would be well served by unpacking and throwing away. However, let's now discuss 'perfect BSAs'. For access timing, what we really need to look at is a typical case. What happens when really common files, say footfemale.dds are accessed? This is a file that is going to be in graphics memory pretty constantly I'd say. If not there, then in normal memory, if not there, well, what would happen? If loose: Call to read from NTFS, let it load file, (let's hope it has mipmaps). If in a BSA: Call to load NTFS to get BSA index (hopefully in memory but hey), offset along to find file, maybe read chunk of BSA, extract file. Let's hope the BSA isn't fragmented. In other words, your typical windows case is the norm. You almost certainly don't want every asset in a BSA there and then. You want handfuls of the assets, something NTFS and Windows is good at providing. As you say "but uncompressed files are better if you have to read it multiple times". For read substitute access. A BSA is NOT magic. It's a file archive/compression format, like 7zip, zip, tar or bz2. When creating a good archive, you generally have a choice between access speed and compression. However, accessing a discreet file in any archive is slower than native file system access, because you have to do BOTH. A decent o/s does NOT distinguish between memory and disk, that's how they work. If something that is needed happens NOT to to be in memory you get a read fault while the process (or thread) pauses while the o/s goes and gets it. NTFS is a decent filesystem. One common misconception (not necessarily by Ljacquard) seems to be that all BSAs are always in memory (no matter how big) and that all loose files are always on the disk and are getting read constantly every time they are needed. This just isn't so. NTFS loads things effectively and quickly into memory. BSAs are an extra overhead that are used in addition to NTFS. No where else in all my years have a ever found cases where an archive format was faster to access than a filesystem. Ask yourself this people, if BSAs were so fast, why aren't they being sold as a format to o/s vendors to use instead of their 'slow' filesystems, even if only for special cases? Why aren't other gaming companies using them? Beth would surely love to be paid by Microsoft that would adore the magic speed.
movomo Posted January 21, 2015 Author Posted January 21, 2015 Yes, being used in "popular" mods does not make BSA's performance better, there are many other reasons to choose BSA. Besides, as you discovered there may be corrupt resources. (But thie is no problem if you unpack it then repack, if you ever need to.) I certainly did not consider the size of the BSA archive, and memory issues you explained. Split files like loose files might make file caching more efficient. Thanks for the input.
movomo Posted January 21, 2015 Author Posted January 21, 2015 Ok, what happens if the archive is very big? 1. Windows will give up caching it. 2. Windows will cache the whole archive, and will start paging older contents if runs out of memory. 3. Windows will cache a chunk of the archive, and start paging older stuff. If BSA could cause more paging (maybe because it has to be loaded by bigger chunk), then it is probably more trouble than what is bargained for. I'm not certain if BSA or not BSA is so important that it could affect gaming performance so hard on modern computers, but something tells me that I have to know.
Fienyx Posted January 22, 2015 Posted January 22, 2015 Reading this makes me want to put my fresh install data back in and unpack all the BSA's. Same for the mods as I go. I'm very familiar with folder structure. Then the thought ran across my mind, if I did this, would that basically remove the need for archive invalidation? As I understand, archive invalidation makes sure the game uses the meshes and textures in the loose files instead of the BSA. Would this be feasible?
Symon Posted January 22, 2015 Posted January 22, 2015 Yes, if you have no BSAs, you have no archives to invalidate. That said, as the bsa used there has one dummy asset, you aren't gaining much. (grin)
Fienyx Posted January 23, 2015 Posted January 23, 2015 Well, gave it a try. Fresh install, just Oblivion and SI, unpacked the BSAs, worked fine. Added OBSE and various plugins, works fine. UOP's, run LODgen, no go. Just won't start after LODgen. I think It may be because LODgen gives warning that it can't find the BSAs. Was worth a shot to see though.
gregathit Posted January 23, 2015 Posted January 23, 2015 In my humble opinion the vanilla assets should be left in the bsa files. While I did take the time to uncompress them, other than that, I left them be. I don't think you will notice much of a difference in speed which ever way you try it. From what limited testing I have done, the bottle neck comes more from the graphics end (when you spice up your games with high rez textures) through the CPU which is the real choke point more often than not.
Fienyx Posted January 23, 2015 Posted January 23, 2015 yeah, just thought I would try. Was mostly killing time, as I was torn between 2 mods that should not affect each other but don't work together. Finally made a choice after 2 failed attempts at running with no BSAs. So now, I reinstall all my mods and start again. lol.
Eikichi Onizuka Posted March 10, 2015 Posted March 10, 2015 What is the best utility "clean" to open BSA files of Obli & Skyrim mods, please ?
myuhinny Posted March 10, 2015 Posted March 10, 2015 @Eikichi Onizuka To open a BSA file you need a BSA unpacker I use FOMM (fallout mod manager) which has a built in BSA extractor to extract files from a BSA it works on fallout oblivion and skyrim BSA's. You can find FOMM on LL by prideslayer or you can download the one from the fallout 3/New Vegas section on the nexus. When you extract stuff from the BSA to a folder they will be already set up in the correct folder paths so all you will have to do is place them where they need to be.
Eikichi Onizuka Posted March 10, 2015 Posted March 10, 2015 @Eikichi Onizuka To open a BSA file you need a BSA unpacker I use FOMM (fallout mod manager) which has a built in BSA extractor to extract files from a BSA it works on fallout oblivion and skyrim BSA's. You can find FOMM on LL by prideslayer or you can download the one from the fallout 3/New Vegas section on the nexus. When you extract stuff from the BSA to a folder they will be already set up in the correct folder paths so all you will have to do is place them where they need to be. which version is better ? this.. http://www.nexusmods.com/skyrim/mods/59553/? or other this.. http://www.loverslab.com/topic/17895-fomm-custom-build-0141112/ which of the two FMMO is more secure, which has not crap insid, for not messed up the PC ?
gregathit Posted March 10, 2015 Posted March 10, 2015 Run the one from here. Prideslayer is a real wizard.
fejeena Posted March 10, 2015 Posted March 10, 2015 Why not use the Oblivion Modmanager ? Why Fallout for Oblivion ? ( most times I also use the FOMM because my FOMM with 50 Mods opens faster as my OBMM with 200 Mods)
myuhinny Posted March 10, 2015 Posted March 10, 2015 I have OBMM FOMM and NMM installed on my computer when I right click a BSA and select open it opens with FOMM my OBMM only has BSA browser BSA creator and BSA un-corrupter under utilities but no BSA extractor unless it's under something else. I just use FOMM because that is what I first set it to for extracting BSA's for fallout NV.
fejeena Posted March 10, 2015 Posted March 10, 2015 The OBMM BSA browser. opens the same window as the fallout BSA Extractor with "Previev" , "Extract" , "Extract All", "Sort"
movomo Posted March 10, 2015 Author Posted March 10, 2015 Fallout BSA opener is much faster. FOMM is generally faster than OBMM. Hmm... could that make NMM faster than FOMM? I never know. I don't care to use NMM ever since I tried one of the very early builds.
myuhinny Posted March 10, 2015 Posted March 10, 2015 The amount of shit they kept shoving into NMM I doubt it I stopped updating it a long time ago back when they kept breaking shit ever time they made a update to add another bell or whistle to it that you probably didn't need. The only thing I use NMM for is skyrim otherwise it's FOMM for fallout 3 and NV and OBMM for oblivion.
fejeena Posted March 10, 2015 Posted March 10, 2015 Why all People use the NMM for Skyrim if they don't like it ? Why not the TES Modmanager ? it's like the FOMM. OMods and BSA unpacker/creator http://www.nexusmods.com/skyrim/mods/5010/ It was the first and only MM I used for Skyrim ( when I played Skyrim two years ago)
gregathit Posted March 10, 2015 Posted March 10, 2015 FOMM is not only faster to open BSA files, it is more robust in that it can open and extract all or just a few. Never use OBMM to extract things...it just takes too damn long.
varenne Posted March 11, 2015 Posted March 11, 2015 The only tools for BSA extraction I've ever used are OBMM and BSA Commander, but yeah with 200+ MODs also I often dread starting OBMM. It's not that it takes long to open for me, but closing it is at snails pace.
Fienyx Posted July 25, 2015 Posted July 25, 2015 I use BSA browser, pinned to my task bar. Just redid my LO. BC+OCR+full UL. As I was installing mods, I would extract all file from the BSA, and then delete it, except the vanilla 10 and the one from UOP-SI (no extraction, no deletion). Installed BC by hand, BSAs first, in order, then went through and installed the required loose files (did it this way just to be safe). I removed a total of 31 BSAs. I actually notice smoother game play, and about 5 more FPS. I have all distant view sliders maxed, distant land; buildings and trees on, int shadow 5, ext shadow 10, shadow filtering high, water reflections and ripples on, window reflections on and water and blood on high. I also tweaked a lot of random stuff in my oblivion ini that I couldn't find anything about online. In the waterfront district, which has a ton of stuff added from BC, I'm getting 15 FPS and not at a crawling pace. Did a non BSA extraction yesterday, had 10 FPS, and was barely moving. Running was a walking pace, and lots of crashes. Now, nice and smooth. Active Mod Files: 00 Oblivion.esm 01 All Natural Base.esm [Version 1.36] 02 Cobl Main.esm [Version 1.72] 03 Open Cities Resources.esm [Version 4.1.6] 04 Harvest[Containers].esm 05 Harvest[Containers] - Flat-Top Barrels Add-on.esm 06 Better Cities Resources.esm [Version 5.5.3] 07 CLS-Craftybits.esm 08 A_Bloody_Mess.esm 09 Lovers with PK.esm 0A LoversCreature.esm 0B Fundament.esm [Version ision] 0C Oblivion Sexualized Monsters.esm 0D CustomSpellIcons - OBME.esm 0E HorseCombatMaster.esm 0F Oblivifall Master File.esm [Version 1.2] 10 Unofficial Oblivion Patch.esp [Version 3.5.2] 11 DLCShiveringIsles.esp 12 Unofficial Shivering Isles Patch.esp [Version 1.5.6] ++ Icon Overhaul.esp 13 LoadingScreensV2.esp 14 All Natural.esp [Version 1.36] 15 All Natural - SI.esp [Version 1.36] 16 Immersive Interiors.esp [Version 0.8.1] 17 Immersive Interiors - Bravil.esp [Version 2.01] 18 Immersive Interiors - Landscape Addon.esp 19 Idle Dialogue.esp [Version 1.3] ++ Symphony of Violence.esp 1A OBSE-Storms & Sound SI.esp 1B All Natural - Real Lights.esp [Version 1.36] 1C WindowLightingSystem.esp 1D EnableFreeLookOBSE.esp 1E Dialogue Idles.esp 1F EquipmentConvertor.esp 20 Menu and Camera Toggler.esp [Version 1.1] 21 More Effective Enchantments.esp 22 See You Sleep DLL.esp 23 See You Sleep DLL - Vampire Bedroll Anims.esp 24 PTFallingStars.esp 25 Q - More and Moldy Ingredients v1.1.esp ++ Regrowing Nirnroot - Dissappear Reappear.esp [Version 1.01] ** OSM-All Genders.esp 26 Simple Portable Tent.esp [Version 2.11-NoSpellbook] ** SimplePortableTent-AllNatural.esp 27 Torch Arrows.esp 28 Willful Resistance.esp 29 Enhanced Economy.esp [Version 5.4.3] 2A Immersive Travelers.esp 2B BookTrackerOBSE.esp 2C Container Menu Support.esp 2D DropLitTorchOBSE.esp [Version 2.4] 2E FormID Finder4.esp 2F Get Wet.esp 30 sycNiceToMeetYou.esp 31 Quest Log Manager.esp [Version 1.3.2] 32 Spell Delete And Item Remove.esp 33 Map Marker Overhaul.esp [Version 3.9.3] 34 Map Marker Overhaul - SI additions.esp [Version 3.9.3] 35 Enhanced Hotkeys.esp [Version 2.3.1] 36 RM Hot Potion and Poison.esp [Version 1.0] 37 Alluring Books.esp ++ Better Unique Items.esp 38 SpeechcraftEnhanced.esp 39 StarterGear.esp 3A XSPipeMod.esp [Version 1.2] ++ RealBanditsAndHighwaymen.esp 3B SlofsHorses.esp 3C Cobl Glue.esp [Version 1.72] 3D Cobl Si.esp [Version 1.63] ++ Cobl Tweaks.esp [Version 1.44] ++ CB-Cobl_Glue.esp ++ Alluring Potion Bottles v3.esp ++ Alluring Wine Bottles.esp ++ Harvest[Containers] - Vanilla - Ore Respawn.esp ++ Harvest[Containers] - SI - Ore Respawn.esp ++ Harvest[Containers] - Flat-Top Barrels Add-on.esp 3E Bandit Hideouts.esp 3F Fighters Guild Quests.esp 40 Kvatch Rebuilt.esp [Version 3.0] 41 Kvatch Rebuilt - No More Burned Ground.esp 42 OCR + Kvatch Rebuilt Patch.esp [Version 4.0] 43 Kvatch Rebuilt Weather Patch.esp 44 Mages Guild Quests.esp 45 MTCExpandedVillages.esp 46 Tavern-Goers 2.esp 47 Trail Central.esp 48 Trail WEST.esp 49 Trail EAST.esp 4A Trail South East.esp 4B BrumaMGRestored.esp 4C OCBruma+BrumaMGRestored Patch.esp [Version 1.0.1] 4D DarkBrotherhoodChronicles.esp [Version 1.2.6] 4E Roads of Cyrodiil.esp [Version 1.0] 4F ROC+Fighters Guild Quests.esp 50 ROC+DBC Patch.esp [Version 1.0] 51 MTCEV-RoC Patch.esp 52 Oblivifall - Losing My Religion.esp [Version 1.43] 53 xuldarkforest.esp [Version 1.0.5] 54 xulStendarrValley.esp [Version 1.2.2] 55 xulTheHeath.esp 56 xulEntiusGorge.esp [Version 1.2.1] 57 xulFallenleafEverglade.esp [Version 1.3.1] 58 xulColovianHighlands_EV.esp [Version 1.2.2] 59 xulChorrolHinterland.esp [Version 1.2.3] 5A xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5] 5B xulBravilBarrowfields.esp [Version 1.3.5] 5C xulLushWoodlands.esp [Version 1.3.3] 5D xulAncientYews.esp [Version 1.4.4] 5E xulCloudtopMountains.esp [Version 1.0.3] 5F xulArriusCreek.esp [Version 1.1.4] 60 xulPatch_AY_AC.esp [Version 1.1] 61 xulRollingHills_EV_withoutWheat.esp [Version 1.3.3] 62 xulPantherRiver.esp 63 xulRiverEthe.esp [Version 1.0.2] 64 xulBrenaRiverRavine.esp [Version 1.1.1] 65 xulImperialIsle.esp [Version 1.6.8] 66 xulBlackwoodForest.esp [Version 1.1.1] 67 xulCheydinhalFalls.esp [Version 1.0.1] 68 KvatchRebuilt-CheydinhalFalls patch.esp [Version 2.0] 69 xulAspenWood.esp [Version 1.0.3] 6A xulSkingradOutskirts.esp [Version 1.0.2] 6B ROC+UL Skingrad Outskirts Patch.esp 6C xulSnowdale.esp [Version 1.0.6] 6D Snowdale - Fighters Guild Quests Patch.esp 6E xulAncientRedwoods.esp [Version 1.6] 6F ROC+Ancient Redwoods.esp [Version 1.0] 70 MTCExpandedVillages-UniqueLandscapes patch.esp [Version 1.0] 71 xulCliffsOfAnvil.esp [Version 1.1.3] 72 xulSilverfishRiverValley.esp [Version 1.0.4] 73 BanditHideouts-SilverfishRiverValley patch.esp [Version 1.0] 74 xulJerallGlacier.esp [Version 1.0.2] 75 xulTheEasternPeaks.esp [Version 1.2] 76 DarkBrotherhoodChronicles-UniqueLandscapes Merged patch.esp [Version 1.2] 77 TrailsOfCyrodiil-UL merged patch.esp [Version 1.1] 78 Werewolf-Legends.esp 79 Open Cities New Sheoth.esp [Version 2.0.1] 7A Open Cities Outer Districts.esp [Version 4.1.6] 7B Open Cities Reborn.esp [Version 1.1.7] 7C OCR-East Wind.esp 7D OCR-Flags Removed.esp 7E Better Cities - Open Cities Reborn.esp [Version 5.4.0] 7F Oblivifall - Losing My Religion OC Reborn.esp [Version 1.0] 80 OCR+ULCH Patch.esp [Version 1.0.3] 81 ROC+UL-II+OCOD Patch.esp [Version 1.0] 82 OCR+ULBWForest Patch.esp [Version 1.0.2] 83 OCR+Cheydinhal Falls Patch.esp [Version 1.1] 84 OCR+ULSkingradOutskirts Patch.esp [Version 2.0] 85 OCR+DBC Patch.esp [Version 1.0] 86 Better Cities - House Price Patch.esp [Version 5.5.0] 87 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 88 Pitcher Plant and Lily Ingredients.esp 89 Better Dungeons.esp 8A A Bloody Mess - Bloody Fights.esp ++ A Bloody Mess - Armor Shader Supression.esp ++ A Bloody Mess - Arena Wash Basin.esp 8B CL_Tools_and_Clutter.esp 8C HUD Status Bars.esp [Version 5.3.2] 8D DS Storage Sacks.esp [Version 1.3] 8E Finite Ammo.esp 8F 2nd to 1st person.esp 90 GMArcheryRebalance.esp [Version 1.0] 91 GuildAdvancement.esp 92 Kyoma's Journal Mod.esp [Version 3.2.1] 93 kuerteeInventoryIsABackpack.esp ++ more books teach.esp 94 More Gold in Locked Containers-5976.esp ++ More Lockpicks.esp 95 Oblivifall - Closing Time.esp [Version 1.0] 96 P1DKeyChainSI Merged.esp 97 PersuasionOverhaul.esp [Version 1.43] 98 Random Welkynd and Varla Stones.esp 99 kuerteeGoldIsAnInventoryItem.esp 9A Have a Seat.esp 9B RMDailyIncomeV2.esp 9C Safe Traveling NPC.esp 9D LoversAdultPlayPlusforSSP.esp 9E LoversHooker.esp [Version 2.2] 9F LoversAdultPlayPlusforSSP_HookerPatch.esp A0 LoversVoiceSSPplus.esp A1 LoversRaperS.esp A2 LoversJoburg.esp A3 LoversBed.esp A4 LoversPayBandit.esp A5 Lovers with PK.esp [Version 96v5] A6 LoversBitchOCR.esp A7 LoversCreature.esp A8 LoversSatisfaction.esp A9 LoversSoundCreature.esp [Version 0.1.0] AA LoversSpermSplashEx.esp AB LoversEscapeRapeVPlayer.esp AC LoversTrueCrimeEx.esp AD LoversSituations.esp AE LoversStripper.esp AF LoversAchievments.esp B0 LAPF Afterglow.esp B1 LoversChorus.esp B2 LoversLight.esp B3 LoversSexSense.esp [Version 0.5.3] B4 LoversSoundVolumeDown.esp B5 DogsWolves-OCR.esp B6 SetsunaDummyTraining.esp B7 CLS-Craftybits.esp ++ CLS-Craftybits_A_Bloody_Mess-Glue.esp [Version 1.1] B8 CLS-Craftybits_A_Bloody_Mess-Glue-Ragplacer.esp ++ CB-Weights_Hard.esp B9 Enhanced Economy - House prices.esp [Version 5.4.3] BA Alternative Beginnings.esp [Version 1.4.3] BB Alternative Beginnings - Kvatch Intact.esp [Version 3.0] BC Elz - Realistic Gravity.esp BD AdvancedHealthRegen.esp BE Basic Primary Needs.esp [Version 6.3] BF Basic Personal Hygiene.esp [Version 3.0] C0 BPH_InnsHaveTubs.esp C1 Basic Physical Activities.esp [Version 1.3] C2 Vampire Revolution.esp [Version v1.13] C3 RefScope.esp [Version 2.1.2] C4 Vector.esp [Version 0.4] C5 Syc_AtHomeAlchemy_No_Bounty_v2.esp C6 RshAlchemy.esp ++ RshAlchemy - AVU.esp [Version 1.0] C7 RshAlchemyRecipes.esp C8 StolenItemOwnership.esp C9 ZumbsLockpickingMod - OBSE.esp CA ZumbsLockpickingMod - Hide Difficulty Addon.esp CB sycHearNoEvil.esp [Version 1.0] CC Enhanced Grabbing.esp [Version 0.5] CD Deadly Reflex 5 - Timed Block with no damage or durability changes.esp CE DeadlyReflex 5 - Combat Moves.esp CF Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1] D0 Duke Patricks - Actors Can Miss Now.esp D1 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4] D2 Unequip Broken Armor.esp [Version 2.8.2] D3 nGCD.esp D4 Grandmaster of Alchemy.esp D5 HAZeatanimations.esp D6 Glowing Respawning Varla & Welkynd Stones 14-28 Days.esp D7 Birthsigns Expanded.esp D8 Better Cities IC Arboretum.esp [Version 5.5.3] D9 Better Cities IC Arena.esp [Version 5.5.3] DA Better Cities IC Elven Gardens.esp [Version 5.5.3] DB Better Cities IC Green Emperor Way.esp [Version 5.5.0] DC Better Cities IC Market.esp [Version 5.5.3] DD Better Cities IC Talos Plaza.esp [Version 5.5.3] DE Better Cities IC Temple.esp [Version 5.5.3] DF Better Cities IC Waterfront.esp [Version 5.5.0] E0 All Natural Real Lights - Better Cities IC Patch.esp ++ Better Cities - COBL.esp [Version 5.5.0] E1 Better Cities - Unique Landscape Imperial Isle.esp [Version 5.3.0] E2 OCR+Werewolf Patch.esp [Version 1.0] E3 Kanin Race.esp E4 Oblivion_Character_Overhaul.esp [Version 2.0] E5 Think to Yourself.esp E6 00 Realistic Player Speech.esp E7 Automatic Timescale.esp [Version 1.1.1] E8 Reading Takes Time.esp ** GW71_Life_Detect.esp E9 qazFingerSnap.esp ++ A Bloody Mess_Fix.esp ++ DBED - 7 murders Level delay.esp [Version 1.0] ++ Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp ++ MoreFemales.esp ++ No Vampirism.esp ** ROC - OCReborn Road Record.esp EA Cobl Silent Equip Misc.esp [Version 01] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.36] EB LandMagicPatch.esp EC OblivionReloaded.esp ED Bashed Patch, 0.esp EE GBRsAntiCTD.esp EF LoversMB2.esp F0 Lovers3dorgasmMB2.esp F1 LoversIdleAnimsPriority.esp F2 Maskar's Oblivion Overhaul.esp [Version 4.5.3] F3 LoversIdleAnimsPriority_MOO.esp F4 Lovers3dorgasm.esp F5 LoversAnimObjectsPriority.esp My ini [General] SStartingCell= SStartingCellY= SStartingCellX= SStartingWorld= STestFile10= STestFile9= STestFile8= STestFile7= STestFile6= STestFile5= STestFile4= STestFile3= STestFile2= STestFile1= bEnableProfile=0 bDrawSpellContact=0 bRunMiddleLowLevelProcess=1 iHoursToSleep=3 bActorLookWithHavok=0 SMainMenuMusicTrack=special\tes4title.mp3 bUseEyeEnvMapping=1 bFixFaceNormals=0 bUseFaceGenHeads=1 bFaceMipMaps=0 bFaceGenTexturing=0 bDefaultCOCPlacement=0 uGridDistantTreeRange=10 uGridDistantCount=20 uGridsToLoad=5 fGlobalTimeMultiplier=1.0000 bNewAnimation=1 fAnimationDefaultBlend=0.1000 fAnimationMult=1.0000 bFixAIPackagesOnLoad=0 bForceReloadOnEssentialCharacterDeath=1 bKeepPluginWhenMerging=0 bCreate Maps Enable=0 SLocalSavePath=Saves\ SLocalMasterPath=Data\ bDisableDuplicateReferenceCheck=1 bTintMipMaps=0 uInterior Cell Buffer=16 uExterior Cell Buffer=102 iIntroSequencePriority=3 bPreloadIntroSequence=1 fStaticScreenWaitTime=3.0000 SCreditsMenuMovie=CreditsMenu.bik SMainMenuMovie=Map loop.bik SMainMenuMovieIntro=Oblivion iv logo.bik SIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bik iFPSClamp=0 bRunVTuneTest=0 STestFile1= bActivateAllQuestScripts=0 fQuestScriptDelayTime=5.0000 SMainMenuMusic=Special\TES4Title.mp3 bUseThreadedBlood=1 bUseThreadedMorpher=1 bExternalLODDataFiles=1 bBorderRegionsEnabled=0 bDisableHeadTracking=0 bTrackAllDeaths=0 SCharGenQuest=0002466E uiFaceGenMaxEGTDataSize=67108864 uiFaceGenMaxEGMDataSize=67108864 SBetaCommentFileName= bCheckCellOffsetsOnInit=0 bCreateShaderPackage=0 uGridDistantTreeRangeCity=4 uGridDistantCountCity=4 bWarnOnMissingFileEntry=0 iSaveGameBackupCount=1 bDisplayMissingContentDialogue=1 SSaveGameSafeCellID=2AEEA bAllowScriptedAutosave=1 bPreemptivelyUnloadCells=0 bCheckIDsOnInit=0 iNumBitsForFullySeen=248 iPreloadSizeLimit=262144000 SOblivionIntro=OblivionIntro.bik bUseHardDriveCache=1 bEnableBoundingVolumeOcclusion=0 bDisplayBoundingVolumes=0 bUseThreadedTempEffects=1 bUseThreadedParticleSystem=1 bUseMyGamesDirectory=1 [Display] uVideoDeviceIdentifierPart1=0 uVideoDeviceIdentifierPart2=0 uVideoDeviceIdentifierPart3=0 uVideoDeviceIdentifierPart4=0 fDecalLifetime=10.0000 bEquippedTorchesCastShadows=0 bReportBadTangentSpace=0 bStaticMenuBackground=1 bForcePow2Textures=0 bForce1XShaders=0 bHighQuality20Lighting=0 bAllow20HairShader=1 bAllowScreenShot=0 iMultiSample=0 bDoTallGrassEffect=0 bForceMultiPass=1 bDoTexturePass=1 bDoSpecularPass=1 bDoDiffusePass=1 bDoAmbientPass=1 bDoCanopyShadowPass=1 bDrawShadows=0 bUseRefractionShader=0 bUse Shaders=1 iNPatchNOrder=0 iNPatchPOrder=0 iNPatches=0 iLocation Y=0 iLocation X=0 bFull Screen=0 iSize W=1360 iSize H=768 iAdapter=0 iScreenShotIndex=1 SScreenShotBaseName=ScreenShot iAutoViewMinDistance=2000 iAutoViewHiFrameRate=40 iAutoViewLowFrameRate=20 bAutoViewDistance=0 fDefaultFOV=75.0000 fNearDistance=10.0000 fFarDistance=9000.0000 iDebugTextLeftRightOffset=10 iDebugTextTopBottomOffset=10 bShowMenuTextureUse=1 iDebugText=2 blocalmapshader=0 bDoImageSpaceEffects=1 fShadowLOD2=300.0000 fShadowLOD1=100.0000 fLightLOD2=900.0000 fLightLOD1=400.0000 fSpecularLOD2=750.0000 fSpecularLOD1=450.0000 fEnvMapLOD2=500.0000 fEnvMapLOD1=200.0000 fEyeEnvMapLOD2=100.0000 fEyeEnvMapLOD1=50.0000 iPresentInterval=1 fSpecualrStartMax=900.0000 fSpecularStartMin=0.0000 iActorShadowIntMax=10 iActorShadowIntMin=0 iActorShadowExtMax=20 iActorShadowExtMin=0 fGammaMax=0.6000 fGammaMin=1.4000 iMaxDecalsPerFrame=5 bLandscapeBlend=1 bFullBrightLighting=0 iMaxLandscapeTextures=1 bDynamicWindowReflections=1 fShadowFadeTime=1.0000 fGamma=1.0000 bDecalsOnSkinnedGeometry=1 iShadowFilter=2 bAllowPartialPrecision=1 iShadowMapResolution=256 bShadowsOnGrass=0 bActorSelfShadowing=0 iActorShadowCountInt=5 iActorShadowCountExt=10 bAllow30Shaders=1 iTexMipMapMinimum=0 iTexMipMapSkip=0 bDoStaticAndArchShadows=0 bDoActorShadows=0 bIgnoreResolutionCheck=0 fNoLODFarDistancePct=1.0000 fNoLODFarDistanceMax=10240.0000 fNoLODFarDistanceMin=1700.0000 [Controls] fVersion=1.8000 Forward=0011FFFF Back=001FFFFF Slide Left=001EFFFF Slide Right=0020FFFF Use=00FF00FF Activate=0012FFFF Block=002B01FF Cast=002EFFFF Ready Item=0021FFFF Crouch/Sneak=001DFFFF Run=002AFFFF Always Run=001BFFFF Auto Move=001AFFFF Jump=0039FFFF Toggle POV=00C502FF Menu Mode=000FFFFF Rest=0046FFFF Quick Menu=003BFFFF Quick1=0002FFFF Quick2=0003FFFF Quick3=0004FFFF Quick4=0005FFFF Quick5=0006FFFF Quick6=0007FFFF Quick7=0008FFFF Quick8=0009FFFF QuickSave=003FFFFF QuickLoad=0043FFFF Grab=002C03FF bInvertYValues=0 fXenonLookXYMult=0.0005 fMouseSensitivity=0.0024 ;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6 iJoystickMoveFrontBack=2 iJoystickMoveLeftRight=1 fJoystickMoveFBMult=1.0000 fJoystickMoveLRMult=1.0000 iJoystickLookUpDown=6 iJoystickLookLeftRight=3 fJoystickLookUDMult=0.0020 fJoystickLookLRMult=0.0020 fXenonMenuMouseXYMult=0.0003 bBackground Mouse=0 bBackground Keyboard=0 bUse Joystick=0 fXenonLookMult=0.0030 fXenonMenuStickSpeedMaxMod=5.0000 iXenonMenuStickSpeedThreshold=20000 iXenonMenuStickThreshold=1000 ;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian iLanguage=0 fXenonMenuStickMapCursorMinSpeed=1.0000 fXenonMenuStickMapCursorMaxSpeed=15.0000 fXenonMenuStickMapCursorGamma=0.1700 fXenonMenuStickSpeedPlayerRotMod=3000.0000 fXenonMenuDpadRepeatSpeed=300.0000 fXenonMenuStickSpeed=300.0000 iXenonMenuStickDeadZone=15000 SlideLeft=001EFFFF SlideRight=0020FFFF [Water] fAlpha=0.5000 uSurfaceTextureSize=128 SSurfaceTexture=water SNearWaterOutdoorID=NearWaterOutdoorLoop SNearWaterIndoorID=NearWaterIndoorLoop fNearWaterOutdoorTolerance=512.0000 fNearWaterIndoorTolerance=256.0000 fNearWaterUnderwaterVolume=0.9000 fNearWaterUnderwaterFreq=0.3000 uNearWaterPoints=8 uNearWaterRadius=1000 uSurfaceFrameCount=32 uSurfaceFPS=12 bUseWaterReflectionsMisc=1 bUseWaterReflectionsStatics=1 bUseWaterReflectionsTrees=1 bUseWaterReflectionsActors=1 bUseWaterReflections=1 bUseWaterHiRes=1 bUseWaterDisplacements=1 bUseWaterShader=1 uDepthRange=125 bUseWaterDepth=1 bUseWaterLOD=1 fTileTextureDivisor=4.7500 fSurfaceTileSize=1024.0000 uNumDepthGrids=3 [Audio] bDSoundHWAcceleration=1 fMinSoundVel=10.0000 fMetalLargeMassMin=25.0000 fMetalMediumMassMin=8.0000 fStoneLargeMassMin=30.0000 fStoneMediumMassMin=5.0000 fWoodLargeMassMin=15.0000 fWoodMediumMassMin=7.0000 fDialogAttenuationMax=35.0000 fDialogAttenuationMin=7.7500 bUseSoundDebugInfo=1 fUnderwaterFrequencyDelta=0.0000 bUseSoftwareAudio3D=0 fDefaultEffectsVolume=0.8000 fDefaultMusicVolume=0.0000 fDefaultFootVolume=0.8000 fDefaultVoiceVolume=0.8000 fDefaultMasterVolume=1.0000 bMusicEnabled=1 bSoundEnabled=1 fLargeWeaponWeightMin=25.0000 fMediumWeaponWeightMin=8.0000 fSkinLargeMassMin=30.0000 fSkinMediumMassMin=5.0000 fChainLargeMassMin=30.0000 fChainMediumMassMin=5.0000 fDBVoiceAttenuationIn2D=0.0000 iCollisionSoundTimeDelta=50 fGlassLargeMassMin=25.0000 fGlassMediumMassMin=8.0000 fClothLargeMassMin=25.0000 fClothMediumMassMin=8.0000 fEarthLargeMassMin=30.0000 fEarthMediumMassMin=5.0000 bUseSpeedForWeaponSwish=1 fLargeWeaponSpeedMax=0.9500 fMediumWeaponSpeedMax=1.1000 fPlayerFootVolume=0.9000 fDSoundRolloffFactor=4.0000 fMaxFootstepDistance=1100.0000 fHeadroomdB=2.0000 iMaxImpactSoundCount=64 fMainMenuMusicVolume=0.6000 [ShockBolt] bDebug=0 fGlowColorB=1.0000 fGlowColorG=0.6000 fGlowColorR=0.0000 fCoreColorB=1.0000 fCoreColorG=1.0000 fCoreColorR=1.0000 fCastVOffset=-10.0000 iNumBolts=5 fBoltGrowWidth=1.0000 fBoltSmallWidth=3.0000 fTortuosityVariance=8.0000 fSegmentVariance=35.0000 fBoltsRadius=24.0000 [Pathfinding] bDrawPathsDefault=0 bPathMovementOnly=0 bDrawSmoothFailures=0 bDebugSmoothing=0 bSmoothPaths=1 bSnapToAngle=0 bDebugAvoidance=0 bDisableAvoidance=0 bBackgroundPathing=1 bUseBackgroundPathing=1 [MAIN] bEnableBorderRegion=1 fLowPerfCombatantVoiceDistance=1000.0000 iDetectionHighNumPicks=40 fQuestScriptDelayTime=5.0000 iLastHDRSetting=-1 [Combat] bEnableBowZoom=1 bDebugCombatAvoidance=0 fMinBloodDamage=10.0000 fHitVectorDelay=0.4000 iShowHitVector=0 fLowPerfNPCTargetLOSTimer=1.0000 fHiPerfNPCTargetLOSTimer=0.5000 iMaxHiPerfNPCTargetCount=4 fLowPerfPCTargetLOSTimer=0.5000 fHiPerfPCTargetLOSTimer=0.2500 iMaxHiPerfPCTargetCount=4 iMaxHiPerfCombatCount=4 [HAVOK] bDisablePlayerCollision=0 fJumpAnimDelay=0.2500 bTreeTops=0 iSimType=1 bPreventHavokAddAll=0 bPreventHavokAddClutter=0 fMaxTime=0.0167 bHavokDebug=0 fRF=1000.0000 fOD=0.9000 fSE=0.3000 fSD=0.9800 iResetCounter=5 fMoveLimitMass=95.0000 iUpdateType=0 bHavokPick=0 fCameraCasterSize=1.0000 iHavokSkipFrameCountTEST=0 fHorseRunGravity=5.0000 fQuadrupedPitchMult=1.0000 iNumHavokThreads=10 fChaseDeltaMult=0.0500 iEntityBatchRemoveRate=100 iMaxPicks=40 bAddBipedWhenKeyframed=0 [Interface] fDlgLookMult=0.3000 fDlgLookAdj=0.0000 fDlgLookDegStop=0.2000 fDlgLookDegStart=2.0000 fDlgFocus=2.1000 fKeyRepeatInterval=50.0000 fKeyRepeatTime=500.0000 fActivatePickSphereRadius=16.0000 fMenuModeAnimBlend=0.0000 iSafeZoneX=20 iSafeZoneY=20 iSafeZoneXWide=20 iSafeZoneYWide=20 fMenuPlayerLightDiffuseBlue=0.8000 fMenuPlayerLightDiffuseGreen=0.8000 fMenuPlayerLightDiffuseRed=0.8000 fMenuPlayerLightAmbientBlue=0.2500 fMenuPlayerLightAmbientGreen=0.2500 fMenuPlayerLightAmbientRed=0.2500 bAllowConsole=1 bActivatePickUseGamebryoPick=0 iMaxViewCasterPicksGamebryo=10 iMaxViewCasterPicksHavok=10 iMaxViewCasterPicksFuzzy=5 bUseFuzzyPicking=1 fMenuBGBlurRadius=2.0000 [LoadingBar] iMoveBarWaitingMilliseconds=10 iMoveBarChaseMilliseconds=100 iMoveBarMaxMilliseconds=2500 fLoadingSlideDelay=15.0000 fPercentageOfBar3=0.1500 fPercentageOfBar2=0.4400 fPercentageOfBar1=0.3500 fPercentageOfBar0=0.0600 bShowSectionTimes=0 [Menu] fCreditsScrollSpeed=40.0000 iConsoleTextYPos=890 iConsoleTextXPos=30 iConsoleVisibleLines=15 iConsoleHistorySize=50 rDebugTextColor=255,251,233 iConsoleFont=3 iDebugTextFont=3 [GamePlay] bDisableDynamicCrosshair=0 bSaveOnTravel=0 bSaveOnWait=0 bSaveOnRest=0 bCrossHair=0 iDifficultyLevel=50 bGeneralSubtitles=1 bDialogueSubtitles=1 bInstantLevelUp=0 bHealthBarShowing=0 fHealthBarFadeOutSpeed=1.0000 fHealthBarSpeed=80.0000 fHealthBarHeight=4.0000 fHealthBarWidth=40.0000 fHealthBarEmittanceFadeTime=0.5000 fHealthBarEmittanceTime=1.5000 STrackLevelUpPath=\\vault\TES4\LevelData\ fDifficulty=0.0000 bTrackLevelUps=1 bAllowHavokGrabTheLiving=0 bEssentialTakeNoDamage=1 iDetectionPicks=21 bSaveOnInteriorExteriorSwitch=0 [Fonts] sfontfile_1=Data\Fonts\DarN_Kingthings_Calligraphica_36.fnt sfontfile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt sfontfile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt sfontfile_4=Data\Fonts\DarN_Oblivion_28.fnt SFontFile_5=Data\Fonts\Handwritten.fnt [SpeedTree] iTreeClonesAllowed=10 fCanopyShadowGrassMult=1.0000 iCanopyShadowScale=256 fTreeForceMaxBudAngle=-1.0000 fTreeForceMinBudAngle=-1.0000 fTreeForceLeafDimming=-1.0000 fTreeForceBranchDimming=-1.0000 fTreeForceCS=-1.0000 fTreeForceLLA=-1.0000 fTreeLODExponent=1.0000 bEnableTrees=1 bForceFullLOD=0 fLODTreeMipMapLODBias=-0.5000 fLocalTreeMipMapLODBias=-0.0000 [Debug] bDebugFaceGenCriticalSection=0 bDebugFaceGenMultithreading=0 bDebugSaveBuffer=0 [BackgroundLoad] bBackgroundLoadLipFiles=1 bLoadBackgroundFaceGen=1 bUseMultiThreadedFaceGen=1 bBackgroundCellLoads=1 bLoadHelmetsInBackground=1 iAnimationClonePerLoop=5 bSelectivePurgeUnusedOnFastTravel=0 bUseMultiThreadedTrees=1 iPostProcessMillisecondsEditor=50 iPostProcessMillisecondsLoadingQueuedPriority=200 iPostProcessMilliseconds=5 bUseBackgroundFileLoader=0 [LOD] fLodDistance=500.0000 bUseFaceGenLOD=0 iLODTextureTiling=2 iLODTextureSizePow2=8 fLODNormalTextureBlend=0.5000 bDisplayLODLand=1 bDisplayLODBuildings=1 bDisplayLODTrees=1 bLODPopTrees=1 bLODPopActors=1 bLODPopItems=1 bLODPopObjects=1 fLODFadeOutMultActors=15.0000 fLODFadeOutMultItems=15.0000 fLODFadeOutMultObjects=15.0000 fLODMultLandscape=1.0000 fLODMultTrees=2.0000 fLODMultActors=1.0000 fLODMultItems=1.0000 fLODMultObjects=1.0000 iFadeNodeMinNearDistance=400 fLODFadeOutPercent=0.9000 fLODBoundRadiusMult=3.0000 fTalkingDistance=2000.0000 fTreeLODMax=2.0000 fTreeLODMin=0.0200 fTreeLODDefault=1.2000 fObjectLODMax=15.0000 fObjectLODMin=1.0000 fObjectLODDefault=5.0000 fItemLODMax=15.0000 fItemLODMin=1.0000 fItemLODDefault=2.0000 fActorLODMax=15.0000 fActorLODMin=2.0000 fActorLODDefault=5.0000 bLODUseCombinedLandNormalMaps=1 bForceHideLODLand=0 fLODQuadMinLoadDistance=65536.0000 fLODFadeOutActorMultInterior=1.0000 fLODFadeOutItemMultInterior=1.0000 fLODFadeOutObjectMultInterior=1.0000 fLODFadeOutActorMultCity=1.0000 fLODFadeOutItemMultCity=1.0000 fLODFadeOutObjectMultCity=1.0000 fLODFadeOutActorMultComplex=1.0000 fLODFadeOutItemMultComplex=1.0000 fLODFadeOutObjectMultComplex=1.0000 fLODLandVerticalBias=0.0000 [Weather] fSunGlareSize=350.0000 fSunBaseSize=250.0000 bPrecipitation=1 fAlphaReduce=1.0000 SBumpFadeColor=255,255,255,255 SLerpCloseColor=255,255,255,255 SEnvReduceColor=255,255,255,255 [Voice] SFileTypeLTF=ltf SFileTypeLip=lip SFileTypeSource=wav SFileTypeGame=mp3 [Grass] iMinGrassSize=120 fGrassEndDistance=8000.0000 fGrassStartFadeDistance=7000.0000 bGrassPointLighting=0 bDrawShaderGrass=1 iGrassDensityEvalSize=2 iMaxGrassTypesPerTexure=2 fWaveOffsetRange=1.7500 fGrassWindMagnitudeMax=46.6667 fGrassWindMagnitudeMin=23.3333 fTexturePctThreshold=0.2000 [Landscape] bCurrentCellOnly=0 bPreventSafetyCheck=0 fLandTextureTilingMult=2.0000 fLandFriction=2.5000 iLandBorder2B=0 iLandBorder2G=0 iLandBorder2R=0 iLandBorder1B=0 iLandBorder1G=255 iLandBorder1R=255 [bLightAttenuation] fQuadraticRadiusMult=1.0000 fLinearRadiusMult=1.0000 bOutQuadInLin=0 fConstantValue=0.0000 fQuadraticValue=12.0000 fLinearValue=3.0000 uQuadraticMethod=2 uLinearMethod=1 fFlickerMovement=8.0000 bUseQuadratic=1 bUseLinear=0 bUseConstant=0 [BlurShaderHDRInterior] fTargetLUM=1.0000 fUpperLUMClamp=1.0000 fEmissiveHDRMult=1.0000 fEyeAdaptSpeed=0.5000 fBrightScale=2.2500 fBrightClamp=0.2250 fBlurRadius=7.0000 iNumBlurpasses=1 [BlurShaderHDR] fTargetLUM=1.2000 fUpperLUMClamp=1.0000 fGrassDimmer=1.3000 fTreeDimmer=1.2000 fEmissiveHDRMult=1.0000 fEyeAdaptSpeed=0.7000 fSunlightDimmer=1.3000 fSIEmmisiveMult=1.0000 fSISpecularMult=1.0000 fSkyBrightness=0.5000 fSunBrightness=0.0000 fBrightScale=1.5000 fBrightClamp=0.3500 fBlurRadius=4.0000 iNumBlurpasses=2 iBlendType=2 bDoHighDynamicRange=1 [BlurShader] fSunlightDimmer=1.0000 fSIEmmisiveMult=1.0000 fSISpecularMult=1.0000 fSkyBrightness=0.5000 fSunBrightness=0.0000 fAlphaAddExterior=0.2000 fAlphaAddInterior=0.5000 iBlurTexSize=256 fBlurRadius=0.0300 iNumBlurpasses=1 iBlendType=2 bUseBlurShader=0 [GethitShader] fBlurAmmount=0.5000 fBlockedTexOffset=0.0010 fHitTexOffset=0.0050 [MESSAGES] bBlockMessageBoxes=0 bSkipProgramFlows=1 bAllowYesToAll=1 bDisableWarning=1 iFileLogging=0 bSkipInitializationFlows=1 [DistantLOD] bUseLODLandData=0 fFadeDistance=12288.0000 iDistantLODGroupWidth=8 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save. This may result in errors. Saving again will clear this message but not necessarily fix any errors. [Archive] SMasterMiscArchiveFileName=Oblivion - Misc.bsa SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa SInvalidationFile=ArchiveInvalidation.txt iRetainFilenameOffsetTable=1 iRetainFilenameStringTable=1 iRetainDirectoryStringTable=1 bCheckRuntimeCollisions=0 bInvalidateOlderFiles=1 bUseArchives=1 sArchiveList=..\obmm\BSARedirection.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa [CameraPath] iTake=0 SDirectoryName=TestCameraPath iFPS=60 SNif=Test\CameraPath.nif [Absorb] fAbsorbGlowColorB=1.0000 fAbsorbGlowColorG=0.6000 fAbsorbGlowColorR=0.0000 fAbsorbCoreColorB=1.0000 fAbsorbCoreColorG=1.0000 fAbsorbCoreColorR=1.0000 iAbsorbNumBolts=1 fAbsorbBoltGrowWidth=0.0000 fAbsorbBoltSmallWidth=7.0000 fAbsorbTortuosityVariance=2.0000 fAbsorbSegmentVariance=7.0000 fAbsorbBoltsRadius=5.0000 [OPENMP] iThreads=25 iOpenMPLevel=30 [TestAllCells] bFileShowTextures=1 bFileShowIcons=1 bFileSkipIconChecks=0 bFileTestLoad=0 bFileNeededMessage=1 bFileGoneMessage=1 bFileSkipModelChecks=0 bFileCheckModelCollision=0 [CopyProtectionStrings] SCopyProtectionMessage2=Insert the Oblivion Disc. SCopyProtectionTitle2=Oblivion Disc Not Found SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer. SCopyProtectionTitle=CD-ROM Drive Not Found I honestly can't tell anyone what I all changed in the ini. I was in a sort of haze. Insomnia from MS pains. It was like I was possessed.
Symon Posted July 25, 2015 Posted July 25, 2015 I removed a total of 31 BSAs. I actually notice smoother game play, and about 5 more FPS. That's what I would expect. Glad to see someone else finding that dismantling BSAs is the way to go.
Fienyx Posted July 25, 2015 Posted July 25, 2015 I removed a total of 31 BSAs. I actually notice smoother game play, and about 5 more FPS. That's what I would expect. Glad to see someone else finding that dismantling BSAs is the way to go. It probably depends on if you have a lot. Not sure how many is the tipping point, but figured with the amount I had, I would give it a go, after my first attempt earlier in this thread.
Guest Posted July 27, 2015 Posted July 27, 2015 This is a very interesting thread. Are these considerations about BSAs valid for FO and Skyrim too? There's a Skyrim guide in my language, after installing all the mods (i.e. texture replacers) it shows how to package everything inside a BSA. Do you believe it's a nice move to do or not?
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